Whenever The Dreamer enters or you play a card exiled with them, exile the top two cards of your library face down, then another face up. You may play face up cards exiled with The Dreamer. {T}, Sacrifice The Dreamer: Look at each face down card exiled with The Dreamer. You may cast one without paying its mana cost.
The Flames Approach deals 3 damage to any target. Memento {3}{R}{R}(You may cast this from your graveyard for {3}{R}{R}. If you do, put it onto the battlefield transformed after it resolves. Exile it if it would leave the battlefield or not resolve.)
The flames roared all around him, but the town ahead could not suffer his hesitation.
If a red source you control would deal damage, it deals that much damage plus 1 instead. I, II — Exile the top card of your library. If it's red or a Mountain, you may play that card this turn. III — Return target red instant or sorcery card from your graveyard to your hand.
Reveal the top five cards of your library. Put an artifact or sorcery card from among them into your hand and the rest on the bottom of your library in any order. Reconstruct {3}{R}(You may cast this from your graveyard for its reconstruct cost reduced by the mana value of a permanent you sacrifice as you cast it this way. Then exile this.)
Target opponent may have The Highest Stakes deal 4 damage to them. If that player doesn't, you draw two cards. Compose (Then if you cast this from your hand, exile it and create a Saga token with “r3—You may cast a copy of this card from exile without paying its mana cost.”)
Haste Whenever The Marquess Devonport attacks, it deals 2 damage to you. Attain {5}{R}({5}{R}: Transform this. Spend at least three colors of mana to activate this, and only as a sorcery.)
The Pillaging of Kaneh deals X damage to each creature and each planeswalker, where X is the number of Satrapies you control.
Andazir stood broken, battered, twisted by div magic, his greatest prize aflame from the city's heart to its ramparts. No matter; Kaneh was finally his to claim.
This spell can't be countered. Whenever a creature you control with power 5 or greater attacks alone, it deals damage equal to its power to each opponent and to each other creature and planeswalker.
Though currently at a standstill, the Relonche are all too aware that the eternal struggle between Dekinn and Antu is far from over.
When The Third Breach enters, discard your hand, then draw seven cards. Creatures you control get +3/+3, have haste, and are Horrors in addition to their other types. At the beginning of each end step, sacrifice each creature you control.
[0]: Creatures you control gain haste until end of turn. Whenever a creature attacks this turn, put a loyalty counter on The Warrior Within. [–1]: Exile the bottom two cards of your library. You may play one of them this turn. [–6]: Untap each creature that attacked this turn. After this main phase, there is an additional combat phase.
[+2]: The Witch Queens deal 2 damage to each of up to two targets. [–3]: Gain control of target land and untap it. [–9]: Each player discards their hand, then draws up to seven cards. The Witch Queens deal damage to each opponent equal to twice the number of cards that player has drawn this turn.
Flying, haste Thermal Surger can't block. When Thermal Surger enters, you may sacrifice a land or exile a land card from your graveyard. If you do, put a +1/+1 counter on Thermal Surger.
Enspirit (As you cast this spell, you may exile a nonenchantment creature you control until this leaves the battlefield or fails to resolve. Reduce this spell's cost by the exiled card's mana value.) At the beginning of your upkeep, create a token that's a copy of the enspirited card. It gains haste until end of turn. Exile it at the beginning of the next end step.
If a source you control would deal damage this turn, it deals double that damage instead. Coalesce {7}{R}{R}(You may cast this from your graveyard for {7}{R}{R}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.) Haste
Other creatures have haste and attack each combat if able. Nonland cards in your hand have paranoia {4}. (The owner of a card with paranoia {4} may cast it from their hand for {4} when a permanent they control leaves the battlefield.)
Target creature gets +2/+0 and gains haste until end of turn. Fabled {2}{R}(Then if you cast this for its fabled cost, put it onto the battlefield transformed attached to that creature.)
Target creature gets +1/+1 until end of turn for each creature you control. Inscribe {3}{R}({3}{R}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)